using System;
using System.Collections;
using UnityEngine;

namespace PSM
{
    public class Idle : IState
    {
        public Idle() : base(StateID.SID_Idle)
        {

        }

        ~Idle()
        {

        }

        public override EvRet onEvent(IEvent ev)
        {
            StateID sid = m_id;
            return EvRet.EVR_NULL;
        }

        public override void onEnter(IEvent ev)
        {
            m_owner = getOwnerChain().character;
            animator = m_owner.animator;
            animator.SetBool("Idle", true);
        }

        public override void onLeave(IEvent ev)
        {
            animator.SetBool("Idle", false);
        }

        Animator animator;
        Character m_owner;
    }
}

